Release Date: December 17, 1988 (Japan) | Developer: Square | Platform: Famicom / NES (8-bit cartridge) | ROM Size: ~512 KiB ROM; password-based save | Playtime: Main story 25–35 hours, Main + extras ~40 hours, Completionist 50+ hours | Sales: 500K–700K (Japan), 1M+ worldwide (original + ports) | Critical Reception: 35/40 (Famitsu/Famicom Tsūshin, 1988), 75–80/100 (Modern retrospectives), 85/100 (PSP/Pixel Remaster with QoL updates)
I’m a history teacher. I treat console wars like actual historical events worthy of serious analysis. And Final Fantasy II is one of the most historically significant gaming decisions that nobody talks about anymore.
Here’s the thing about 1988: Square had just released Final Fantasy, and it worked. The job system was clean. The progression was clear. You leveled up, your stats went up, you got stronger. It was Dragon Quest DNA—proven, reliable, understood.
And then Final Fantasy II arrived in December 1988, and Square looked at their own successful formula and said, “What if we threw all of this away?”
They didn’t release a sequel to reinforce what worked. They released an experiment. And experiments are allowed to fail. But they’re not allowed to be forgotten.
The Radical Idea: What If Stats Grew Based On What You Actually Did?
Final Fantasy II ditched experience points entirely. No levels. No “you gained 500 XP” messages. Instead, your stats grew based on what you actually used.
Use a sword fifty times? Your HP increases. Your strength increases. Your accuracy with swords increases. Cast Fire magic repeatedly? You get better at Fire magic. The game is learning your play style and reflecting it mechanically.(Wikipedia)
This sounds simple. It’s not. Think about what this requires: the game has to track every action you take. It has to calculate probabilities for stat increases that feel rewarding without being random. It has to balance a system where grinding a specific mechanic actually makes sense narratively—you’re practicing, and practice makes you better.
The system supported expanded spells (200+), weapons, and a linear world map within NES limits.(Final Fantasy Fandom) All of that had to fit into ~512 KiB of ROM alongside a more narrative-driven structure than the original Final Fantasy.(Wikipedia)
Square was doing something genuinely experimental on hardware that wasn’t supposed to support experimentation.
Why This System Created A Problem
Here’s where the history lesson gets important: the stat growth system was computationally inefficient.
The original Final Fantasy used a simple formula: character level times job times base stats equals current stats. Clean. Predictable. Easy to calculate.
Final Fantasy II tracked individual usage of every weapon, every spell, every defensive action. Each of those had to be stored. Each had probability arrays for stat increases. The math was more complex. The memory footprint was larger. The processing time was longer.(Wikipedia)
On modern hardware, this is trivial. In 1988, on the Famicom, it was a genuine technical problem. The game wasn’t slow, exactly. But it was slower than it needed to be. And that overhead meant developers couldn’t do other things with that processing time.
Square had proven the concept worked. But they also proved it was expensive to run. That’s partly why nobody copied it for years. You could implement the idea, but you’d pay a performance cost. And most developers weren’t willing to pay that cost.
The Story They Tried To Tell
Japan received Final Fantasy II on December 17, 1988.(Wikipedia) It scored 35/40 from Famitsu/Famicom Tsūshin—one of the top three games of the year, alongside Dragon Quest III.(Wikipedia) Not because it was perfect. Because it was brave.
The game experimented with narrative in ways the original didn’t. Characters existed. Backstory mattered. The game wanted to tell you something, not just give you battles and a shop list.(Final Fantasy Fandom)
But—and this is critical—it didn’t get a Western release. Square had planned a localization called “Dark Shadow Over Palakia” for 1991, but it got cancelled.(Wikipedia)(Final Fantasy Fandom) The first global port didn’t arrive until PlayStation: October 31, 2002 in Japan, April 8, 2003 in North America.(Wikipedia)
That’s fourteen years after the original release. Fourteen years for Western audiences to experience what Square had attempted. By then, the gaming landscape had changed completely. The context was gone.
Why Western Players Never Got To Experience This
The cancellation of “Dark Shadow Over Palakia” is a historical decision that shaped what the West knew about JRPGs. If that localization had shipped in 1991, Western players would have experienced this experimental system. They would have understood that JRPGs didn’t have to follow the Dragon Quest formula. They would have known that Japanese developers were already experimenting with progression in ways the West hadn’t considered.
Instead, the West got Final Fantasy IV in 1991 (as Final Fantasy II, confusingly), which used the job system again. The West got a reinforced Dragon Quest formula, not an example of radical experimentation.
That’s not a failure of Final Fantasy II. That’s a historical accident that changed genre perception.
Does The System Actually Work?
Modern retrospectives score it 75–80/100 for aggregates, acknowledging innovative progression but harsh difficulty.(Wikipedia)(MobyGames) The criticism is fair: the stat growth system created grinding that felt punishing rather than rewarding.
Main story playtime sits at 25–35 hours,(Wikipedia) with main plus extras around 40 hours.(Wikipedia) Completionist runs push 50+ hours due to the punishing stat grinding via action use.(Wikipedia)
The system encouraged grinding specific mechanics to increase specific stats. Want higher HP? Take damage repeatedly. Want higher magic defense? Cast spells against enemies that use magic. It’s logical. It’s also tedious.
The PSP and Pixel Remaster versions addressed this with quality-of-life improvements, and modern scores jumped to around 85/100 with those updates.(Final Fantasy Fandom) The core idea was sound. The execution needed refinement.
Early ports included PC-8801 in 1989 and WonderSwan Color on May 3, 2001.(Wikipedia)(Final Fantasy Fandom) Later ports on PSP, iOS/Android (delisted), and the Pixel Remaster came with saves, bug fixes, and simplified controls.(Final Fantasy Fandom)
Why This Game Matters More Than Sales Numbers Show
Final Fantasy II sold 500K–700K units in Japan during its lifetime,(VGSales) with worldwide figures (original plus ports by 2003) reaching 1M+ units.(VGSales)(ActivePlayer) Not massive numbers. But enough to prove the concept worked.
The historical significance isn’t the sales. It’s the permission structure it created.
Final Fantasy II proved you didn’t have to follow the Dragon Quest formula. You could build an RPG on completely different rules. Your stats didn’t have to follow a level progression. Your story didn’t have to be secondary to mechanics. Your experiment didn’t have to succeed perfectly to succeed historically.
Square learned from this. They took the narrative ambition and refined it. They kept experimenting. By Final Fantasy IV, they’d figured out how to tell emotional stories within a more accessible progression system. By Final Fantasy VI, they’d perfected it.
But Final Fantasy II came first. Final Fantasy II took the risk. Final Fantasy II said, “What if we tried something completely different?” And that willingness to fail shaped everything that came after.
Why I Defend This Game
I’m a history teacher. I look at what games did at the moment they were released, not what they could have been with better hardware or more refinement.
Final Fantasy II took genuine risks. It experimented with mechanics that wouldn’t become standard in gaming for decades. It told a story where narrative mattered. It proved that Japanese developers were already thinking beyond the obvious path.
Did it work perfectly? No. The grinding is harsh. The efficiency problems are real. The Western audience never got to experience it in real time.
But it worked well enough that it mattered. And that’s what I defend—not a perfect game, but a brave one. Not a commercial success, but a historical one.
The fact that Western audiences didn’t experience Final Fantasy II when it released is a shame. But the fact that it exists, that it was attempted, that Square had the confidence to release something this experimental—that matters.
Rating: 7/10 – Brave experimentation that proved JRPGs could take risks
Return to our full Final Fantasy rankings →
Joe’s a history teacher who treats the console wars like actual history. A lifelong Sega devotee from Phoenix, he writes with passion, humor, and lingering heartbreak over the Dreamcast. Expect strong opinions, bad puns, and plenty of “blast processing.”

0 Comments